Never being able to play Metroid Fusion on the 3DS is still frustrating to this day. Yes, that's one game, and there were about 20 games or so total listed in that Ambassador thing, but something like that sticks with you. >:C

Now that I'm looking at it, I see why I put the PalFX in there in the first place - Using invertall turns the white to black so when I add the transparency, it gets rid of the whole background, even though it wasn't ever set as the transparent color. Probably just laziness on my part. I could probably re-insert the sprites with an updated palette and see if that helps any. Still weird that the PalFX is the culprit, though.

Thanks for the kind words fellas.

Since this is intended for older releases, I'm not too sure if you're concerned about bugs that occur in the other versions.The reflector effect shows up as a giant black rectangle instead of the intended appearance in 1.1, this does not occur in 1.0.

Is that the only bug you found? I've just been using 1.0, so I'm completely ignorant when it comes to 1.1. I may check into it at some point in time.

Due to MB's tall nature, I feel that a few of his attacks (primarily his Optic Beam moves) will miss when fighting normal sized opponents. Right now, they work as anti-air moves/can be combo'd from a launcher. Were these moves intended to only be used in these situations?

Optic Beam was kind of a last minute, throw it in there for the lulz addition. I typically just use it after I've knocked the opponent up into the air and they're at my mercy. Really, now that I think about it, that's probably this character's bread and butter, since a lot of his standing attacks do indeed go right over most opponent's heads. That, and spamming his arsenal of projectiles.

No, I never intended to give him a reversal. When I use him, and a character is wailing on me, I turtle until there's an opening, then I'll use either his crouching B or X to set them up for a combo.

Any plans to give MB a grab or armor break move? Would help against guard happy opponents.

No, not no plans. I've pretty much given him everything I'd like to give him. His level 4 super has an unblockable explosion at the end that does a good amount of damage, so I figure that'll compensate for the time being.

Something I always seemed to overlook on my MUGEN characters was their height. As of this writing I'm wanting to update my characters to have a proper height. But I have come across something I wasn't quite sure how to go about.

One character in particular, Mecha-Barney, is quite the tall fellow.

He previously had his height set to 60, which isn't close to the top of his head. I remedied this by changing his height to 160, which is at the top of his head when he is in his idle animation. However, this presented a new problem, in that, without multiple jumps at their disposal, a lot of opponents have no way of jumping over him. Which leads me to this question. Should I stay with this new setting, or should I knock it down a little, and if so, by how much? I just wanted a general consensus so I could avoid making a problem that wasn't there in the first place. Any help would be appreciated. Thanks!

Okay, so currently I've got a projectile that flies up in an arc before coming back down. In addition to this, I want the projectile to target the opponents's x position the moment it is spawned, but not constantly like your typical homing projectile. So essentially, the closer the opponent is, the slower the x velocity, and faster if the opponent is further away.

So I'm working on a character who uses helpers for his arms and legs. I'm making an attack with involving his arm that is normally layered below the player. Everything works fine, except when the helper's hitbox makes contact with an opponent, the arm sprite flashes briefly above the player before disappearing again. Does anyone know any way to remedy this problem?